A ‘World' of wonder

By David Wilcox

Tuesday, December 9, 2008 11:38 PM EST

“Tomb Raider: Underworld” offers treasure-hunting players a plethora of beautiful sights - provided they can unlatch their eyes from heroine Lara Croft's butt.
The curvy prominence of video games' sexual icon may feel predictable by now, but it's no easier to ignore on the high-definition hardware of the Xbox 360 and PlayStation 3. The camera's close proximity to her features actually impairs the game play when a looser, more stable view would permit the player a better look at the surrounding platform obstacles Croft must overcome.

The eighth game in the “Tomb Raider” series, “Underworld” finds Croft searching for Avalon, the mythical resting place of King Arthur and also Croft's mother. Complicating her quest are the discovery of a mysterious Norse connection to the English legend and Croft's dueling with fellow expeditionary Amanda Evert for the fruits of the search.

“Underworld” preserves the platform, puzzle-solving and gun play formula of previous “Tomb Raider” games with a few refreshing variations. The ability to tear down objects with the grappling hook and split Croft's fire at multiple enemies are among the elements comprising the game's enjoyable play. The three cruxes of action blend often enough to punish the player for letting their guard down. If you think you're safe while you solve a puzzle or jump across pillars, as you may have been in prior “Tomb Raider” titles, you may be surprised by a rampaging pack of tigers or a swarm of bats.

Crawling along ledges and jumping from beams makes up the majority of game play in “Underworld,” and the oversized jungle gyms that are the game's levels manage to avoid any painful monotony through inspired design. The controls are reliably sturdy and the checkpoint system swiftly restarts players in the event of a deathly fall.

The puzzles in “Underworld” typically derive their complexity from the platforming players must complete to find pieces or clear obstructions, though some puzzles directly reward cleverness and resourcefulness instead of patient crawling and jumping. The combat is the least engaging component of “Underworld's” play due to its simplicity and unreliable AI. After dying in one shoot-out aboard a boat in the Mediterranean due to my difficulty adjusting to the lack of a cover system, I managed to advance through the conflict by simply rushing my foes and melee-kicking them into unconsciousness.

The exotic environments of “Underworld” receive about as much attention from the game's designers as Croft's contours. The expansive details that pack the screen on the Mediterranean sea floor and coastal Thailand literally rub off on Croft when mud stains her arms and legs. All this visual splendor stimulates the exploratory spirit of the “Tomb Raider” franchise. When players experience that feeling, “Underworld” proves a precious find.

David Wilcox

253-5311 ext. 245

david.wilcox@lee.net

If you play

Game: “Tomb Raider: Underworld”

Score: B+

Parental rating: Teen

Developer: Crystal Dynamics

Publisher: Eidos Interactive

Platform: PlayStation 3, Xbox 360 (also available for mobile phone, N-Gage 2.0, Nintendo DS, PC, PlayStation 2 and Wii)

Price: $59.99

Play: Single player

The final boss: “Underworld” mixes stunning location with solid platforming and puzzle-solving action to reward players who take the plunge as Lara Croft once again.

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